Commented 17 years ago2007-01-23 12:49:06 UTCComment #14061
Opens fine for me. But pretty much everything in this map is wrong. Let me sum up:
You used cillinders to make rocks/cliffs. Nothing wrong with that, but most of them have been made so badly, they cause invalid brush errors.
Huge grey hollow brush ontop of the map. Bad. Unless it is a skybox. But it isn't
Lots of brushes are off the grid (floating points).
Lots of brushes intersect in eachother (Z-fighting).
Complex shapes are world brushes. Turn them into func_walls to speed up the compile time.
and many more things...
Im sorry, but there's just no way any TWHL user is gonna fix all that for you. Either restart from scratch and read some tutorials on rock/cliff making, or fix all them yourself.
From what Muzz said about the map, you'd probably be better off starting it over, and compile often. Compiling often helps you catch/understand/fix errors better and faster.
And lastly, if this is one of your first maps, it might be a good idea to start something simpler, or just create a simpler version of this one. Trying to tackle too much too fast is just frustrating.
Commented 17 years ago2007-01-26 20:14:44 UTCComment #14070
ok wait you said that you can make brushes into func wall how would you do that becuase i t takes forever to compile my awp map is this because all my walls are made up of bushes without function do you use tie to entity then select func wall?
Commented 17 years ago2007-01-27 20:27:26 UTCComment #14075
Select the brush or brushes you want to make a func_wall, then hit CTRL-T to "tie them to entity".
Do it for anything weirdly shaped and is not a wall touching the void or outside the map. Also, try not to func_wall things that act as good vis blockers--vis blockers are world brushes--nonentitys--that blocks one area of your map from another. This is more important on big maps to keep your wpolys at a playable level.
Commented 17 years ago2007-02-24 07:45:21 UTCComment #14282
sorry i have a new account i am cs halo i have already take out my bugs and that stuff and i can play it now but it's not like i suspected. its boring so didn't post the working version enymore so... but thx for the help
Commented 17 years ago2007-02-24 07:47:34 UTCComment #14283
oh i had simply open the map file and the errors where gone so maybe if you have out of world error open the mapfile .map then the most errors are gone.
- and many more things...
Im sorry, but there's just no way any TWHL user is gonna fix all that for you. Either restart from scratch and read some tutorials on rock/cliff making, or fix all them yourself.Anyway, you should listen to Muzz, I'm sure if I could open the map I'd agree with everything he said
In the future too, check tommy14's site to diagnose your errors, here:
https://www.slackiller.com/tommy14/errors.htm
From what Muzz said about the map, you'd probably be better off starting it over, and compile often. Compiling often helps you catch/understand/fix errors better and faster.
And lastly, if this is one of your first maps, it might be a good idea to start something simpler, or just create a simpler version of this one. Trying to tackle too much too fast is just frustrating.
Good luck!
how would you do that becuase i t takes forever to compile my awp map is this because all my walls are made up of bushes without function do you use tie to entity then select func wall?
Do it for anything weirdly shaped and is not a wall touching the void or outside the map. Also, try not to func_wall things that act as good vis blockers--vis blockers are world brushes--nonentitys--that blocks one area of your map from another. This is more important on big maps to keep your wpolys at a playable level.
i have already take out my bugs and that stuff and i can play it now but it's not like i suspected.
its boring so didn't post the working version enymore so... but thx for the help